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Benefits: Choose one distinct geographic location in a province in which you hold a source holding. This sanctum can be an estate, an area of a forest, a cave-system, or any other clearly defined area near a source of your local arcane power. This area cannot exceed a radius of one mile x source holding level. You add +1 to the DCs for all saving throws against spells you cast on opponents in that location. Furthermore, if you are in the immediate presence (close range) of the manifestation of the source of your local arcane power (the source manifestation) during the casting, you may additionally add your source holding rating in the province to the DC.

Benefits: All variable, numeric effects of the blood ability are increased by one-half. Additionally, if the ability has a limited number of uses over a given time period, the ability can be used twice as often.

Prerequisite: Base attack bonus +3 or higher, proficiency with the common standard and elite weapons of your chosen culture.

Benefit: You gain Weapon Focus with one of the common weapons of a standard or elite warrior of the selected region. Whenever your base attack bonus increases, you have the option of changing your Weapon Focus to a different common weapon of your chosen culture.

Normal: The weapon selected for Weapon Focus can never be changed.

Special: You may select this feat more than once. Each time you take this feat, it applies to a different culture.

Benefit: You are proficient with the standard common weapons and armor of your region

Normal: You must purchase martial weapon proficiency for each individual martial weapon, simple weapon proficiency for all simple weapons or have that weapon on your class’ starting weapon proficiency list.

Special: You may select this feat more than once. Each time you take this feat, it applies to a different region.

Benefit: You are proficient with the elite arms and armor of the selected culture.

Normal: You must purchase martial weapon proficiency for each individual martial weapon, simple weapon proficiency for all simple weapons or have that weapon on your class’ starting weapon proficiency list.

Special: You may select this feat more than once. Each time you take this feat, it applies to a different culture.

You may channel energy to invoke the blessing of your patron deity of your tribe.

Prerequisites: Human, Ability to turn/rebuke undead, Cha 13+

Benefit: A character with this feat may invoke the special blessing of the patron deity of their culture to a devout worshiper of the deity’s chosen tribe.

This feat is only effective when taken by divine spellcasters that worship the traditional tribal god of their people. A cleric can only invoke their patron deity. For example, an Anuirean cleric of Haelyn can invoke the blessing of Haelyn (the tribal god of the Anuirean culture). An Anuirean cleric of Eloéle or a Khinasi cleric of Haelyn would gain no benefit from this feat.

You may use this feat to invoke a blessing on any target that is a faithful worshiper of the deity and of the appropriate culture. For example, an Anuirean cleric of Haelyn could target himself, or any Anuirean that is a devout worshiper of Haelyn. The cleric could not target an Anuirean worshiper of Ruornil or a Khinasi worshiper of Haelyn.

Each use of this feat requires one minute spent in prayer and the expenditure of one of your daily turn/rebuke undead attempts. The blessing lasts until the normal time of the day when you refresh your turn/rebuke undead attempts (thus, each blessing has a maximum duration of 24 hours). The benefit of this feat depends upon the deity invoked. This feat is a supernatural ability.

Haelyn (Anuirean): Target receives a morale bonus of +1 to saving throws against fear, hold, and mind-affecting magic and a +1 sacred bonus to their next attack roll.

Nesirie (Masetian) : Target receives a +1 sacred bonus to all skill checks relating to healing or the sea (such as Heal, Profession (Sailor), and Swim). Furthermore, you receive a +4 bonus on Con checks to avoid drowning in water.

Sera (Brecht) : Target receives a +2 luck bonus to a single roll of your choice or may instead impose a –2 luck penalty to a single roll made by an opponent against you. The use of this luck (or unluck) must be declared before rolling the die.

Benefits: Choose one distinct geographic location in a province in which you hold a temple holding. This sanctum can be an estate, an area of a forest, a village, or any other clearly defined area near a source of your local divine power. This area cannot exceed a radius of one mile x temple holding level. You add +1 to the DCs for all saving throws against spells you cast on opponents in that location. Furthermore, if you are in the immediate presence (close range) of the center of your local religious power (generally an altar, shrine, or statue) during the casting, you may additionally add your temple holding rating in the province to the DC.

You have studied dwarven smithing techniques and can forge items of superior masterwork quality.

Region: Dwarf

Prerequisite: Craft 9 ranks

Benefit: Each time you take this feat, choose a craft skill in which you have 9 or more ranks. You can craft superior masterwork items using the chosen skill. The masterwork component of such an item costs three times the regular masterwork component. A superior masterwork item has the regular benefits of a masterwork item, plus the following:

Armor or shield: Adds a +1 enhancement bonus to AC. This enhancement bonus doesn’t stack with any enhancement bonus provided by magical armor or shields .

Tool: You gain an additional +1 circumstance bonus when using the item to perform related tasks.

Special: You may gain this feat multiple times. Each time you take the feat, it applies to a new craft skill. Dwarves do not generally share knowledge of their smithing techniques with members of other races. Certain magical items and special materials require knowledge of these smithing techniques to create

Benefits: When determining your cost in XP and raw materials for creating certain magical items, multiply the base price by 75%. The item to be enhanced must be a masterwork item that you personally create using an appropriate craft skill (jewelry, swordmaking, bowmaking, etc.) This feat does not apply to the creation of scrolls, potions, or other magical items without a masterwork component.

Special: Elves do not generally share knowledge of their crafting techniques with members of other races.

Benefits: You gain a +2 bonus on all Lead checks, and on domain-level actions that gain a bonus from the Lead skill. These include Agitate, Coronation, Investiture, and Create, Contest, and Rule Law Holdings. You gain a +2 bonus to your leadership score.

Benefits: The character gains a number of additional hit points equal to his Constitution bonus. Each time he selects one of the following feats, he gains 1 bonus hit point: Endurance, Great Fortitude, Toughness or Discipline.

Benefit: You may bring other creatures with you when Shadow Walking. You may lead a number of army units (see Chapter Six: Armies and warfare) equal to your wisdom modifier into the shadow world. This feat is a supernatural ability.

Benefits: You can create the effects of any miscellaneous magic item whose prerequisites you meet as a permanent tattoo. The costs associated with this feat are identical to the costs associated with creating a wondrous item that does not take up a limited space. Inscribing a tattoo takes 1 day for each 1,000 gp of its market price. To enchant a tattoo, the spellcaster must spend 1/25 of the item's market price in XP and use up raw materials costing half the market price. The XP cost for a War Tattoo may be paid by the character receiving the tattoo instead of the caster. See the Dungeon Master's Guidefor information determining the base cost of magical items.

Use of this feat requires that the caster inscribe a masterwork tattoo on the target. The base price of a masterwork tattoo is negligible (20gp) but the DC for a magical tattoo capable of taking an enchantment is 15 + 1 per 1,000 gp of the magical item's price. If the check fails, the XP are not lost, but 50% of the raw materials are wasted.

Example use: A cleric of Kriesha uses this feat to inscribe a protective tattoo upon a warrior charged with a sacred task. She wishes the tattoo to provide a +1 natural armor bonus to the warrior. The cost of a non-limit slot magical item that provides such a bonus is 1 (the bonus squared) x 2,000gp x 2 (no space limitation) = 4,000gp. If the priestess meets all of the requirements for item's creation, it will cost the priestess or the warrior 160 XP, raw materials worth 2,000gp in materials, and requires a successful craft (tattoo) against DC 19.

In addition to the benefits listed in the Dungeon Masters Guide, BIRTHRIGHT characters may use this feat to attract military units as cohorts. A military cohort counts against the total cohort level to which the character is normally entitled. In order to attract a military cohort, a character must have a base attack bonus of +6 or higher. If a military cohort is selected, the character may muster an army consisting of units whose total muster value in GB does not exceed their cohort level (see the Dungeon Master's Guide).

There is no GB cost attached to recruiting a military cohort, but it does require a dedicated domain action to muster each unit. Thus, it would take three months of dedicated effort for a character to apply their leadership to muster a military cohort consisting of three units. The character can only muster units that could normally be raised in a particular province (see Chapter Six: Armies and warfare). Once mustered, the military cohort will remain standing until destroyed or disbanded. Even the most able of leaders must provide food and shelter for their men. However, the men of a military cohort follow primarily out of personal loyalty and thus maintenance costs for the units of a military cohort are reduced by 50%.

The total GB muster value of the units in a military cohort may never exceed the cohort level appropriate for your leadership score. If a unit in a military cohort is destroyed, the value of the destroyed unit counts against the military cohort for a full year. After a year passes, the leader may "re-spend" the muster value associated with the destroyed unit. The muster value associated with healthy units that are voluntarily disbanded are available again immediately.

Benefits: You gain a +2 bonus to Knowledge (Arcana) and Spellcraft checks, and a +2 bonus to the Create Ley Line domain action . In addition the maximum number of arcane Realm Spells you can know is increased by 2.

Normal: The maximum number of arcane Realm Spells that you can know is equal to your ranks in Knowledge (arcana).

Benefits: You gain a +1 bonus on all Fortitude saves and an additional +4 bonus on all Fortitude saves to resist subdual damage from cold and exposure. You only get fatigued by nonlethal damage from exposure to cold weather if that nonlethal damage equals at least one quarter of your current hit points.

Normal: A character without this feat is fatigued if they receive any amount of subdual damage from cold weather effects.

Benefits: Add +1 to the Difficulty Class for all saving throws against all Illusion and Necromantic spells you cast. Add an additional +2 to the Difficulty Class for all saving throws against Illusion (Shadow) spells you cast. Subtract 1 from the Difficulty Class for all saving throws against spells that are not Illusion or Necromantic.

Benefits: All Halflings have a natural connection to the Shadow World that was once their home. You have learned to draw upon this connection to lower the barrier dividing the two worlds and to cross between them. You can use this ability a number of times per day equal to your character level. See the Shadow World section in Chapters Three and Four for the details on nature and dangers of the Shadow World. This feat is a supernatural ability.

Check: To use this feat, you must be in an area of heavy shadow. It takes a full round of concentration to attempt passage. You must succeed in a Wisdom check to draw yourself into the Shadow World. The Difficulty Class of this check depends upon the closeness of the Shadow World.

Base Conditions

DC

Midday

20

Near Dawn/Dusk

15

Deep Night

10

Modifiers

DC

Civilized area

+5

Abandoned/Forsaken area

-5

Summer

+5

Winter

-5

You make this check again in order to return. The Difficulty Check for returning is based upon the conditions in the real world at the point of reentry.

Retry: If an attempt to use this feat fails, you cannot succeed with this feat until conditions improve (for instance, if the sun sets, or if you move from a civilized to an abandoned area) or until 24 hours pass.

Special: After crossing over, you may move freely through the Shadow World. Rivers, walls, fortifications, or other obstacles that bar one's progress may or may not exist in the Shadow World at all (and vice versa), allowing a Shadow Walker to use such passage to travel more rapidly than those forces to travel in one world alone.

For the purposes of this feat, brief periods of time in the shadow world can be assumed to have equivalent passage of time in the waking world. However, it is easy to lose track of time, for the Shadow World is always cloaked in the darkest of winter nights. The risks of entering the shadow world are many, and this feat should be used with exceptional care. The Shadow World is fraught with danger, particularly at locations and times where the Shadow World is particularly close (i.e., the very same places where it is easiest to cross over).

Benefits: You may cast any arcane spell that can be cast as a still spell without using somatic components by increasing the verbal components. Thus, spellsongs are not subject to arcane spell failure. Spells cast using spellsong are cast at their normal spell level but take more time to cast. If the spell's normal casting time is 1 action, casting the spell as a spellsong requires 1 full round casting time. For spells with a longer casting time, it takes an extra full-round action to cast the spell. Non-spontaneous casters must prepare a spell as a spell song version in order to cast it in this manner. At the time of casting though the caster may change his mind and instead cast the spell as a normal version. That is it has somatic components but doesn’t have a longer casting time. Spontaneous spellcasters follow the normal rules for casting meta-magic versions of their spells. Spells cast in this manner may not be cast as quickened spells.